Thursday, 2 February 2023

Getting started, thinking small


Last time, I uploaded a map of the area we normally think of as constituting what we call "Ancient Greece" - a designation that the people living there may have struggled to understand given that they so rarely thought of themselves as being anything other than rivals until Alexander the Great rolled in and told them all to shut up. After he died, of course, they went back to not thinking of themselves as one nation until the Romans rolled in and told them all to shut up and pay their taxes.

Anyway.

That map is fairly typical of a small campaign map. For comparison, the individual map sheets in Judges Guild's seminal Wilderlands campaign are each about ⅙th the size of the Greek map in area, but there were 18 of them in the full campaign, which comes out at 3 times the area. The famous Darlene Greyhawk maps cover about 10% more than that again. So our "Ancient Greece" campaign is not exceptional but it is a massive geographical area to cover. If you are starting out running a campaign, this sort of thing can be very intimidating. Where to start?

Let's have a look at a smaller map - the one used in the thumbnail above. There's a jpeg of this map scaled so that it will fill an A3 sheet at 300dpi (or A4 at 424dpi).

The hex size on this map is 6 miles face-to-face (the size of the small hexes on the Greek map) and it is a very special map because it is the map I live on. But more than that. It is the map:

  • I was born on (hex 0201)
  • My parents lived on when I was very small (0101)
  • I went to school on (0301)
  • I was legally married on (0301 again)
  • We had our wedding reception on (0304)
  • I had my first programming job on (0101)
  • And, as mentioned, we now live on (in a specific hex with almost no other inhabitation, so I'm keeping that to myself)
I have lived and worked away from this map - I recently returned after 10 years in England - but my parents only left it - ever* - for holidays and my grandparents maybe only even did that once or twice.

Since I've spent a lot of time on this map I can tell you something useful about it: those 6m hexes are huge

Even with modern motorised transport and decades of living here, there are entire hexes on this map I have never passed through and many places in the hexes I have which I have never seen or visited. This is a map you could explore on foot for a lifetime.

This little map of 22 hexes is in fact big enough for a campaign.

At this point, I suggest you try to make a similar map for where you live now. At A3 size, the scale is 1"=2m, or 1:126720. If you use QGIS and save an area to that scale from the Open Street Map dataset (included) as an image you can import the image into Inkscape and add the hexes with the Inkscape Hex Map Extension. Be aware that the extension currently takes "hex size" to be point-to-point, so you need to give it sizes which are 1.155 times what you would expect to.

Even searching a sea hex takes time.
(It took me about an hour and a half to track this
bloody image down and I'm not sure it was worth it).
Art: Don Simpson's Megaton Man

If you do that then you will immediately see what I can see on this map - finding something the size of, say, a tomb in one of those hexes is going to be bloody hard unless the tomb is Mausolus's or the hex is made of flat glass, or you have magic.

Going back to the post "A Lorry-Load of Sand" from last year, I would guess that most of the hexes on this map would have been forest with the exception of the Ards Peninsula (running south from 0401) which would have been, in ye olden time, forested hills; 0101 would be forested hills and marsh (plus sea). Civilisation/patrolled would have been basically restricted to 0104, 0204, 0205, 0301, 0302, and 0305 (Belfast is a very new city, if you're wondering about that large conurbation in hexes 0101/0102 on the modern map).

If we plug in the details to the sandbox generator and selecting only plains, forest, hills, marsh, and shallow salt sea we get (seed 3645131196):
  • 0101 3 forest lairs, 0 marsh, and 1 salt water shallow lair. I've divided the results from the table to reflect the distribution of terrains. All plain wilderness.
  • 0102 3 forest lairs, wilderness.
  • 0103 I'm classing as patrolled and we get no lairs
  • 0104 is densely populated and we get no lairs again.
  • 0105 is patrolled and we get 2 forest lairs.
  • 0106 is patrolled, 1 forest lair.
  • 0201 (hex 7 on the table) is sparsely populated hills (Craigantlet) with no lairs.
  • 0202 is wild forest with 2 lairs.
  • 0203 is sparsely populated forest with 1 lair.
  • 0204 is densely populated and probably plains (Downpatrick area), so no lair.
  • 0205 is half populated hills and half patrolled (fishing boats and traders for Dundrum) shallow sea, giving us 1 sea lair (I rounded up).
  • 0301 (hex 12) is the area around what will one day be Bangor abbey/monastery and is basically populated hills, with no lairs.
  • 0302 is about half and half sea lough and hills, busy enough to count as densely populated. No lairs.
  • 0303 is unpopulated low-lying forest, no lairs.
  • 0304 is semi-populated and divided between plain and shallow sea. 1 lair on the land.
  • 0305 is semi-populated woodland, 1 lair.
  • 0306 is shallow sea. Semi-populated by boats trading up and down the coast (and some actual patrols to protect them). One lair.
  • 0401 (hex 18) semi-populated sea and hills. One lair in the hills.
  • 0402 unpopulated forested hills and patrolled shallow sea. 2 forest lairs (4 indicated, halved), no sea lairs.
  • 0403 as 0402 with 1 forest lair.
  • 0404 same again but no lairs at all, and finally.
  • 0405 open shallow sea with nothing in it.
That's a total of 20 lairs in total.

What are the lairs? Let's develop one of these hexes and see. Things will depend on your mix of acceptable monsters for your campaign, of course, but for hex 0101 four rolls on the DMG temperate tables for forest and salt water gives:
  1. Tribesmen (20)
  2. Pseudo-dragon (1)
  3. Shambling mound (2: 11 HD and 9 HD)
  4. Giant shark (1: 11 HD) 
The giant shark doesn't actually lair and technically I should have re-rolled (just as I did for the merchants I rolled for #1) but I decided that perhaps this shark just patrols here a lot. 

Why does it patrol here a lot? Well, maybe those (Celtic) tribesmen are doing something. Let's look at them in detail.

The base 20 is augmented by another 20 women and 20 children, so that's 60 in the tribe. There is also (some of this is rolled, some is a set number from the MM text): two 3rd level fighters, a 4th level fighter, and a 5th level chief. Additionally, two 4th level "druids" under the leadership of an 8th level witchdoctor (also druidic).  There's 20 slaves, but no captives.

They have ivory - probably walrus or perhaps whale products like narwal horns - worth 4,000gp. The village itself is just a bunch of huts; there is no wall of any sort

The slaves will be a mix of tribal taboo-breakers and useful captives from other tribes. 

The 5th level fighter leading them has stats that look like this (from More IV):

Str: 18
Int: 6
Wis: 15, Alignment Neutral
Con: 12, hp 37
Dex: 12, AC 7
Cha: 15
Com: 16

Basically, a charismatic lunkhead. Presumably the witchdoctor is the brains. Let's look at him:

Str: 16
Int: 12
Wis: 17, Alignment LN
Con: 8, hp 50
Dex: 10, AC 7
Cha: 7
Com: 12

Yes - everything you'd want in a leader except no one likes him.

So let's say that they have no normal captives because they worship the giant shark and normally captives get sacrificed to him. Having run out they're on the lookout for someone else to sacrifice. The slaves know that they'll be next if no one else is found, so their reaction dice to strangers will be at -20% in terms of rebelling. The full tribal members will be even worse at -30%. However, they will deliberately hide it.

I've always assumed that the indication of "druidic" casters in tribesmen does not necessarily mean that the casters are strictly druids with druid alignment restrictions, so I would definitely go with a Wicker Man or Burn the Witch feel.

The shambling mounds will be in the marshes where the river flows out into the tidal mudflats - the area which has extensively been reclaimed and modified on the modern map. They - or the remains of their victims - are rich in treasure:
  • 1000 cp,
  • Jewelry (4): 7000 gp Seal, 3000 gp Chain, 2000 gp Crown, 2000 gp Buckle,
  • Scroll of Protection - Electricity, 
  • Spell Scroll (Magic User: Transmute Rock to Mud, Mass Charm, Mass Invisibility, Glassteel, Cone of Cold, Rary's Mnemonic Enhancer),
  • Bracers of Archery, 
  • Potion of Speed
The pseudo-dragon might be an ally against the tribesmen due to its N(G) alignment, but even if a party hears a rumour of such a thing existing how would they find a 1½' long creature in a 6 MILE hex which is, as mentioned previously, bloody huge? They would need magic, of course.

In any case, its treasure consists of gems:

2 x Aquamarine (500 gp), Black Pearl (500 gp), 2 x Bloodstone (50 gp), Blue Quartz (10 gp), Carnelian (50 gp), Deep Blue Spinel (500 gp), Fiery Yellow Corundum (1000 gp), Freshwater Pearl (10 gp), Lapis Lazuli (10 gp), 2 x Red-brown Spinel (100 gp), Tourmaline (100 gp), Turquoise (10 gp), 2 x Zircon (50 gp)  for a total of 3590gp.

So, there it is. A small campaign map into which to place your first dungeon and a hex fleshed out with some tougher opponents for later. Roll up the rest of the encounters, add a few settlements (I'd go with 0204 for the major one) and maybe a patron sending the party on their first expedition.

Get a ring binder or some electronic equivalent (or my Campaign Map Book!) and use a page for each hex, noting down what the PCs do in each which may affect other inhabitants and their views and actions in response.

If you can, once the ball is rolling get someone to role-play the leaders of particularly strong lairs - whether large groups of bandits or individual intelligent monsters. Then you'll get some use out of all those hexes you rolled up and someone else will do some of the work for you!

*Actually, Dad was evacuated during the war off the top of the map, but that was a bit exceptional.

Saturday, 28 January 2023

A Hex Map of Ancient Greece

Hex Map Showing Sparta Location
This is Sparta!

I was tinkering and put together this hex map of the area we usually call Ancient Greece (download it; it's a lot better than the preview makes it look). Not everything - Crete is probably the biggest missing part, but also the northern area, including Thessalonika. And of course there's nothing of the Italian/Sicilian colonies to the west which everyone always forgets about.

The big hexes are 36miles and inside them are 6 mile hexes (don't forget: a 6 mile hex is still 20,000 acres).

The map itself is the size of a single index mapsheet in my Campaign Map Book by sheer luck rather than intent. But the 6:1 ratio is ideal for that if you fancy splashing some cash my way.

Here's a little index for the map which I'll try to update from time to time:


Place Type Hex
Argos City 0607
Athens City 0807
Corinth City 0607
Delos Island 1108
Delphi Temple 0506
Elis City 0307
Elusis Temple 0806
Ephesus City/Wonder 1606
Halicarnassus City/Wonder 1609
Lindos City 1811
Marathon City 0806
Megalopolis City 0408
Messene City 0408
Mt Olympus Mountain 0502
Mycenae City 0607
Olympia Temple/Wonder 0308
Plataea Site 0706
Pylos City 0409
Rhodes City/Wonder 1810
Sparta City 0509
Tegea City 0508
Thebes City 0706
Therea Volcano 1210
Troy City 1302

It's sometimes hard to decide when something is a city or a temple complex so take the "Type" column with a pinch of salt. Also, Corinth is very near the place where three hexes join so I might be wrong there.

Finally, the background map is of course a modern map from OpenStreetMap and while at this scale changes in coastlines are mostly invisible, I would point out that there was historically no bridge between the western Peloponnese and the mainland and it certainly would not have been called  the A5.

I say "mostly" invisible because there is some controversy over the location of Ithica - Odysseus' home. The modern island of Kephalonia has two clear regions - an east and western "lobe". It has been suggested that the western of these was the original Ithica and the channel between the islands was filled in by a combination of uplift and huge landslides caused by earthquakes. 

I actually went to the bother of going there and having a look myself and, especially from the air, it is clear that there has been very significant landslipping and there is plenty of evidence - and indeed modern records of - land uplift by really strong earthquakes. There is a major fault complex where three tectonic plates meet just to the west/southwest of the island.

So I'd say it's likely that these were two islands in the past, possibly even the historical past if Scrabo's text about a shallow channel is definitely referring to this location. But that of course does not mean that the western area (now called Paliki) was then called Ithica. However, the modern Ithica bears no resemblance to the low-lying island good for horses which Homer describes. Unless "good for horses" means that it's ideal for watching them fall over cliffs or roll down precipitous slopes into the sea.

Anyway, I mention all this mainly because it illustrates that the area is active enough that a detailed modern map can in fact be an inaccurate guide to the ancient landscape described in stories. We're sort of used to the idea that rivers move about over time. Not so much islands.

Thursday, 29 December 2022

The Duty of Good

This excerpt from the Demon Slayer movie “Mugen Train” is a discussion between a demon-slayer in training and his mother. Mostly it is the mother talking except for the part in italics. Her explanation of her son’s duty is a neat encapsulation of what Good in AD&D is about:

Do you know why it is you were born with greater strength than so many others?

Uh… no, ma’am, I don’t.

It is so that you can protect the weak.

Those who are born blessed with more bountiful gifts than others are obligated to use those gifts for the sake of the world, for all of our fellow brothers and sisters.

You must never use that God-given strength to bring harm to mankind or for your own selfish desires.

It is the duty of those born strong to help those who may be less fortunate, a responsibility you must carry onward with due purpose.

Be sure you never forget that.

Good and Evil in AD&D is framed in the context of the strong and the weak. This can be missed but references to strength and weakness appear in the summaries for Chaotic Evil, Neutral Evil, and Lawful Evil. The Good alignments are not described in these terms but more by what the outcomes should be - “bringing life, happiness, and prosperity to all deserving creature” and similar. But the implications inherent in being the opposite of Evil are clear enough.

We could perhaps imagine a demon mother advising her child:

Do you know why it is you were born with greater strength than so many others?

Uh… no, ma’am, I don’t.

It is so that you can prevent the weak and undeserving from usurping what is rightfully yours.

Those who are born with fewer gifts than others are obligated to use what little they have for the sake of their betters, for the strong.

You must never believe that there is anything wrong with using your God-given strength to bring "harm" to weaklings or for your own desires.

It is the duty of those born strong to keep those who may be less fortunate in their places, a responsibility you must carry onward with due purpose.

Be sure you never forget that.

I think when looked at in these terms, the question of whether Lawful Good is “more Good” than Chaotic Good is shown to be the non-sequeter that it is. The paladin and the CG thief are clear on what Good is trying to do. They differ, essentially, on political grounds about how to achieve that goal.

Saturday, 15 October 2022

D&DG Worshippers 8: Finns

Finnish Worshippers

Men! Amiritegirls?

Another pantheon without gods for thieves, but plenty of support for bards so possibly best to use that column. Finnish monks probably just don't exist.


Encounter Cleric Druid Fighter Ranger Paladin Magic-user Illusionist Thief Assassin Monk Bard
Ahto 1-6   1-20     1-9 1-10       1-10
Hiisi 7-15   21-44       11-19   1-38   11-26
Ilmatar 16-22 1-17     1-33 10-22         27-35
Kiputytto 23-30 18-35 45-51     23-31 20-29        
Louhi 31-36 36-48       32-41 30-36        
Loviatar 37-43 49-64 52-59     42-47 37-45   39-63   36-46
Mielikki 44-51 65-82   1-40   48-55 46-53       47-58
Surma 52-59 83-100   41-100   56-62 54-61   64-100    
Tuonetar 60-68         63-75 62-74       59-64
Tuono 69-80   60-84     76-84 75-84       65-74
Ukko 81-91       34-100 85-100         75-90
Untamo 92-100   85-100       85-100       91-100

Saturday, 17 September 2022

More IV

I still love method IV and the little webpage I mention in that other article has had some success/praise and quite a lot of usage from other people who like a bit of ivy. I thought I'd move the utility up to this site instead of running it at home. So here it is, complete with a new feature: you can ask for sets that qualify by race instead of class. Enjoy and let me know if there's any bugs

Update 2024: Geoffrey McKinney asked if I could add an option to not filter out scores which don't qualify for any class (or race if using that). So here it is. If you select "two 15s" it will still make sure the results have two 15s or better, but the character may still not qualify for anything due to a very low score or two.

Note that I still use the OD&D order for ability scores.

Qualify by: Race
Two 15s:
Raw scores:

Saturday, 11 June 2022

D&DG Worshippers 7: Egyptians

Thoth and Set. Or is it?
Art: Inonibird@tumblr
Egyptian Worshippers

The first of three biggies this week: The Egyptian pantheon, which will be followed by Finnish and then Greek. Between them they probably cover about two thirds of non-homespun pantheons in use by AD&D DMs, with Norse covering most of the remainder.

The table has some interesting aspects. If you meet an Egyptian paladin there is a surprising number of possible patron deities s/he may be following, but a ranger on the other hand is always a follower of Osiris. Thieves are all devoted to Bes. There's also a wide range of options for illusionists, although dominated by Set and Thoth, which is a very Conanesque rivalry.

The lack of clerics for certain deities is a little surprising too - Horus in particular. This is something we've seen before in other pantheons using this method, but in the case of Horus we can at least imagine that the paladins of Horus serve that purpose and perhaps the DM could make a slightly expanded paladin variant which has more extensive clerical spell casting abilities. Alternatively, multi-classing could be allowed even for humans providing one class is cleric for a deity not listed.

Encounter Cleric Druid Fighter Ranger Paladin Magic-user Illusionist Thief Assassin Monk Bard
Ra 1-10   1-11     1-8          
Anhur     12-24     9-11 1-6   1-40 1-100  
Anubis 11-21       1-21 12-20          
Apshai     25-34                
Bast 22-29   35-41     21-26 7-18        
Bes     42-47     27-32 19-29 1-100     1-35
Geb     48-59     33-38          
Horus         22-53 39-45          
Isis 30-39 1-43 60-65     46-53 30-45        
Nephthys 40-47   66-71     54-60          
Osiris 48-58 44-72   1-100             36-100
Ptah 59-68   72-80     61-71          
Seker 69-75 73-100     54-79 72-76 46-54        
Set 76-83   81-91       55-77   41-100    
Shu 84-91       80-100 77-82          
Tefnut 92-100   92-97     83-88          
Thoth     98-100     89-100 78-100        

Saturday, 4 June 2022

A Lorry-Load of Sand

Filling the Sandbox
Hex-shaped sandbox:
the gag writes itself

Whether starting a new campaign or simply needing to expand the "known world" to reflect the players' expanding range of operations, or because you dropped them through a hatch to China, a decent wilderness map is a necessity which is sometimes needed quickly.

By "decent" I mean: gives the DM ideas and information which can be fed to the players as scenarios, plots, and NPC motivations, and is able to support play when the players decide to ignore everything and wander off into the wilds to see what they find.

Arneson recommended setting four "adventures" per 100 square miles (i.e., 10 x 10 miles; Arneson seems to have been a bit reluctant to use hexes in the early days, perhaps because of a lack of suppliers of hexpaper). Gygax, in the DMG (p47) modulates encounter frequency by population density and terrain. This post combines these two facets of wilderness into an interactive cavalcade of numbers to get your map off the ground quickly. The calculation assumes that Arneson's number is based on forest (6 checks per day in Gygax's table) and wilderness (1 in 10 chance in DMG). It also allows for 25% of encounters in non-wild areas being patrols, which are not lairs. The chance of a lair being a fortress is left to the encounter tables proper.

The function below takes various parameters which you can manipulate to suit. The output is a long list of hexes and the number of lairs in each hex generated with a random poisson distribution based on the average number of encounters based on the above factors. I've amalgamated Gygax's population levels so that each hex shows the number of lairs if it is wilderness, sparsely populated, or densely populated. Similarly, each hex is listed for each terrain type since clearly I don't know what the terrain is on your individual map.

You can also choose between a simple list of "give me 100 hexes" or an area coverage with hexes numbered in the classic Judges Guild method of 3212 being the 32nd column of the map, and hex 12 of that column. The defaults for the area option are set to match the Judges Guild Wilderness maps's layout of 52 columns and 34 hexes per column (you need to set 5-mile hex size manually if actually using the JG mapping system). If you are a freak that has hexes oriented with the points up the page, you'll have to adjust to fit.

So, as an example, if I'm looking at CISO Map 1 at the Plain of Cairns, I could generate 15 hexes, selecting only "plain" and "hills" but, since the village of Dorn in in there, keeping all three levels of civilisation active. If, for example, I get this result:

# Encounters by Terrain
HexPlainHills
10/1/02/1/1
20/3/0
30/1/00/0/1
42/0/1
50/1/02/0/0
60/1/1
72/0/0
81/0/1
9
101/1/0
11
121/0/0
131/0/1
142/0/0
151/0/1

Starting in hex 3629 (wild, hills) I have two lairs (I rolled hobgoblins and werewolves on DMG tables). South one hex (wild and split between hills and plain, so I would usually take the higher number), we have nothing rolled for wild. Since each civilisation level is diced for independently it is possible for a hex to be, like this, free of monsters on wilderness but populated on sparse or dense. Beware of fudging the result to be "more interesting" as the tendency is to over-egg the pudding.

Then, going now to the hex southwest of Dorn (plain, patrolled) I have a lair (merchants are rolled but they don't lair, so a re-roll gives wild boar). The hex south of that (plain, wild), is clear, and the final hex in that column (3730 on the map) is again empty (the 1 indicated being for patrolled, not wilderness). 

Hex #6 equates to Dorn itself and we have a lair in the same hex - a halfling village.

And so on. Alternatively, I could have generated the lairs for the entire map and walked down the columns in a similar way, making notes as I go.

Here's the tool:

[Update: I've added a seed option. Basically, if you supply the same (numerical) seed the results will be the same for the same other options (number and size of hexes), so you can effectively bookmark a result and come back to it later].

Hex width (miles):
Base rate (encounters per 100sqm):
Output:
Population levels:  
Terrains:
# Hexes:
Seed: